Fix default SDFGI variant not being compiled in time.

This commit is contained in:
Dario
2025-01-28 10:24:46 -03:00
parent 6dc78c8aa1
commit 655e98b2ea
2 changed files with 8 additions and 1 deletions

View File

@ -3764,6 +3764,14 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
uniforms.push_back(u);
}
if (scene_shader.default_shader_sdfgi_rd.is_null()) {
// The variant for SDF from the default material should only be retrieved when SDFGI is required.
ERR_FAIL_NULL_V(scene_shader.default_material_shader_ptr, RID());
scene_shader.enable_advanced_shader_group();
scene_shader.default_shader_sdfgi_rd = scene_shader.default_material_shader_ptr->get_shader_variant(SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, 0, false);
ERR_FAIL_COND_V(scene_shader.default_shader_sdfgi_rd.is_null(), RID());
}
return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms);
}

View File

@ -805,7 +805,6 @@ void fragment() {
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
default_shader_rd = md->shader_data->get_shader_variant(PIPELINE_VERSION_COLOR_PASS, 0, false);
default_shader_sdfgi_rd = md->shader_data->get_shader_variant(PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, 0, false);
default_material_shader_ptr = md->shader_data;
default_material_uniform_set = md->uniform_set;